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Author Topic: Changelog 08/09/2010  (Read 37089 times)

Re: Changelog 08/09/2010
« Reply #30 on: September 08, 2010, 11:34:43 pm »

Now, gass station is better than outpost, there are only 1 difference, gass station dont have brahmins...but now brahmins doesnt worth nothing... is stupid buy Outpost if you dont have cows
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Atom

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Re: Changelog 08/09/2010
« Reply #31 on: September 09, 2010, 12:59:18 am »

Run the updater to receive new exe.

If you get any dump from crash, send it to support@fonline.ru and to contact@fonline2238.net
« Last Edit: September 09, 2010, 04:20:08 am by Atom »
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Re: Changelog 08/09/2010
« Reply #32 on: September 09, 2010, 03:48:57 am »

Atom, client still don't want run game. I just see first loading screen and watch, and before one or two minutes game crash to windows.

I reinstal game, delete casche files, change FOnline.exe, try run FOnline on another disc, restart system and I have that same problem. I cant, run the game. I have windows vista, but after yesterday update game was start normal.
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runboy93

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Re: Changelog 08/09/2010
« Reply #33 on: September 09, 2010, 05:07:22 am »

Good update list. I hope that everything working and server is little more stable than before.
« Last Edit: September 09, 2010, 07:19:09 am by runboy93 »
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Re: Changelog 08/09/2010
« Reply #34 on: September 09, 2010, 06:38:20 am »

The notes look ok, but I find the brahmin change very unfortunate, as I found it a very practical feature in bases to have. I never thought of it as a problematic future to have.

Further more, this will cause some serious price- imbalances between bases (as mentioned in earlier posts), seeing as Outpost is now the most overpriced base at the moment, due to this change.

I wonder sometimes if the devs take into account of all the consequences on changes like this.






« Last Edit: September 09, 2010, 12:06:51 pm by Inskipp »
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Nikey646

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Re: Changelog 08/09/2010
« Reply #35 on: September 09, 2010, 12:01:03 pm »

The notes look ok, but I find the brahmin change very unfortunate, as I found it a very practical feature in bases to have. I never thought of it as a problematic future to have.

Further more, this will cause some serious price- imbalances between bases (as mentioned in earlier posts), seeing as Outpost is not the most overpriced base at the moment, due to this change.

I wonder sometimes if the devs take into account of all the consequences on changes like this.

Yes, and Well, think, weren't most brahmin hides being collected from a Base, and sold to merchants???? image that the Price of that will Rise by maby triple.....
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Re: Changelog 08/09/2010
« Reply #36 on: September 09, 2010, 01:31:59 pm »

Its funny which ridiculous bugs you get attached to.

"Why does this plant regrow and the brahmin not?" ... its a plant :) Heh.
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Quote from: Woodrow Wilson
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Re: Changelog 08/09/2010
« Reply #37 on: September 09, 2010, 02:50:11 pm »

So next time we die in the game we should expect to have to make a new character?

Cause as far as I know humans that die dont respawn in a convinient location close to their place of death.

Nor is there a huge cloning facility near every town in the wastes that mass produces our characters... if there is, can I have a group of me's following me?

On the other hand one can argue that plants do indeed regrow WITH TIME, with adequate watering, cultivating etch.

Similarly though livestock... with TIME produce more livestock!

I know it may sound like magic to you "city-boys" but if you put a mama cow and a papa cow in a pen for some time, then a baby-cow shows up after a while. Its just how nature works.

Comments like the above post remind me of the poem...

"Peaches come from a can
They were put there by a Man"
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Strength through unity,
unity through Faith.
Re: Changelog 08/09/2010
« Reply #38 on: September 09, 2010, 03:41:29 pm »

Quote
Its funny which ridiculous bugs you get attached to.
It was a bug? I just thought it was logical to have brahmin respawn back to the base. Not like you'd wanna throw 130k down the drain for a single cattle.

Quote
"Why does this plant regrow and the brahmin not?" ... its a plant :) Heh.
I'm sorry but this logic seems pretty flimsy. Plants dont grow by themselves, they require maintaining and nurture to grow. Same can be applied to animal livestock (such as brahmin)

Seeing as neither need any maintaining whatsoever, I don't see the logic of discluding the brahmin the ability to respawn.
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WNC

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Re: Changelog 08/09/2010
« Reply #39 on: September 09, 2010, 04:35:39 pm »

Its funny which ridiculous bugs you get attached to.

"Why does this plant regrow and the brahmin not?" ... its a plant :) Heh.


Plants and cows both reproduce, neither do it on a farm without help from a farmer and without time. I just don't understand why the brahmin was taken out, and why it is suddenly a bug. It is just as in place as the other features of the outpost. Most cities both have massive fruit/fiber farms and several brahmin pens, so does the outpost on a small scale.

Why is the brahmin suddenly a bug?
« Last Edit: September 09, 2010, 04:41:00 pm by WNC »
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skejwen

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Re: Changelog 08/09/2010
« Reply #40 on: September 10, 2010, 02:38:19 am »

its mammal not bug
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"Moo-OooooOO! MoMoo.. MmmmoOoo.. Moo!", translate from brahmin to English: "Two things are infinite - brahmin shit and human stupidity! - Brahminstein"

Ganado

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Re: Changelog 08/09/2010
« Reply #41 on: September 10, 2010, 02:50:19 am »

its mammal not bug

That made my day.  ;D
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Re: Changelog 08/09/2010
« Reply #42 on: September 10, 2010, 03:25:55 am »

From Lexx's post (link)

Quote
Check out the Brahmins you get with the base. These have influence on the prices as well.

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Andr3aZ

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Re: Changelog 08/09/2010
« Reply #43 on: September 10, 2010, 12:37:53 pm »

From Lexx's post (link)



this wont help a bit.
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Re: Changelog 08/09/2010
« Reply #44 on: September 10, 2010, 05:33:24 pm »

Killed 2 Bramin in ncr... then after awhile comeback...and their alive!
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